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Visuals of the swords, illustrations & drawings
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Waalx
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er...

so instead of just dropping all my weapons in a crate and call it done, I'd have to program a dialogue for each one?

not sure what should interest me in this... I like what I do, but I'm not a masochist :P

I have to stop adding stuff and workload if I want to release something one day you know?
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Waalx
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Forgotten wrote: 60MBs? 25 blades and 9 maces? Woah! :shock:

I see a definite trend here with each module getting bigger and bigger than the previous one. At this rate the Dunmer mod will probably be a 120MB behemoth! Which is a great prospect, off course. :) Once all of the RealSwords modules are done we'll have a practically endless assortment of quality weapons to choose from.

Keep up the excellent work.

I love the idea of making shopkeepers with more personality by the way. The fat breton Jeremy looks like he's got lots of character with that jovial appearance of his. Hmmm... I can almost imagine a very skinny, gaunt and weatherworn Dunmer from Vvardenfell for the Dunmer module, showcasing his exclusive imported Morrowind merchandise... 8-) Little touches like that is what makes the RealSwords mods fit much more seamlessly into the world than simply adding them to existing vendors.

Cheers, UQF
Jeremy look different now..I changed him. He's like a 7 foot giant, look a lot more kind (less like the pinguin), and he has a wife! Gita Breon! and she's also fat. (in fatc now I made her so fat that her hand are lost in her ass, have to modify this) the Breons (in here Gita isN,t of the same blood) are like giants. they are all born to grow around 7 feet tall.
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Breton will also introduce the first snippet that relate to the chronicles of steel. Just a letter that I wrote tonight; a very short story.

Dunmer won't be bigger it will return to around the size of Bosmer or less. Breton is big because you get two choices of metal (textures) for each weapons except for one mace.


Adding the blades to existing vendors was something I was doing to cut corners down in previous modules. I always wanted to have them unique, so they can be part of the Chronicles of Steel stories. The Breons are the firsts to get this treatment, funny thing is they have no story yet :) (only that small one I just wrote).

In breton you get a forge built from scratch, yet it's still not a Forge Tower. that will come later.

I keep the idea of the very thin dunmer. I like. My plan for that one is different from the other races vendors/smiths....
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Mormacil
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I would make her face more fat. It seems weird to me now. Jeremy looks great :)
"Veni Vidi Castratavi Illegitimos"

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Waalx
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Forgotten
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Nice to hear about the progress on the breton module. Sounds interesting. :)




A small question about the textures in the Breton pack by the way...

You say that you're adding two different materials for each weapon? Steel and bronze if I'm correct?

And are the normal maps you use for the bronze and steel versions of each sword *identical* and use the same shinyness?




If so you might be able to cut down on the number of texture files needed by sharing the normal maps between the two different base textures for steel and bronze. Bethesda has done this with a few meshes in vanilla Oblivion by naming the normal maps and textures in a certain way...

Take for example their horse textures. There are five different base textures for horses: black, chestnut, grey, paint and bay. Their base textures are named:

horse.dds
horse_black.dds
horse_grey.dds
horse_paint.dds
horse_chestnut.dds


As you can see they've added an underscore to separate the different variants from each other.

The normal map automatically associated with those textures, whenever a .NIF uses them, will be whatever is before the underscore plus "_n.dds". This means that all of the base horse textures will all automatically share one single normal map file named "horse_n.dds". By using this naming convention you can save on plugin size by only needing one normal map for the two base textures (bronze and steel) for every weapon instead of two normal maps and two base textures. It will also keep the VRAM useage down too, if I'm correct, since there's one less normal map to load into video RAM if both models are loaded at the same time.

Another, more relevant example...

If you use the texture names "solingensteel.dds" and "solingenbronze.dds" you will also need corresponding normal maps named "solingensteel_n.dds" and "solingenbronze_n.dds".

But let's say you have a steel sword using the base texture "solingen_steel.dds" and a bronze sword using the base texture "solingen_bronze.dds". The models using either of those base textures will automatically use a common normal map texture if you name it "solingen_n.dds", eliminating the need for uniquely named (but identical) normal maps for each version.




I hope you understood my poor attempt at an explanation. And my apologies if you already know about this neat little texture trick. :-(




I'm just mentioning it since it seems that not too many Oblivion modders are aware of it. I hardly ever see people taking advantage of this method of cutting corners and using common normal maps in their mods. Perhaps knowledge of this will spread by posting it here.

Cheers, UQF
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Waalx
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ah but thank you, that's a very interesting thing I wasn't aware of:) and you are modest, that's a very concise explanation. (I understood the concept after the first paragraph though) :-)

Indeed, I use the same normal map for several blades and maces as well. It wouldn't have worked with the Bosmer maps , but for Breton this will help a lot. (and for Gladiator as well!!)

Salute! for this :celebrate:
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Forgotten
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Waalx wrote:ah but thank you, that's a very interesting thing I wasn't aware of:) and you are modest, that's a very concise explanation. (I understood the concept after the first paragraph though) :-)

Indeed, I use the same normal map for several blades and maces as well. It wouldn't have worked with the Bosmer maps , but for Breton this will help a lot. (and for Gladiator as well!!)

Salute! for this :celebrate:
Cheers and glad to be of assistance! ;)

Hope this will help cut back a bit on the size of that Breton module. Bandwidth is a precious thing to waste, especially if you upload the Breton pack to this site as well for the public to DL. No need to squander unnecessary bandwidth. :)

Cheers, UQF
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amievil85
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Oh. MY. GOD. check this site out. any katana fan will get a woody just looking at these.
http://www.thelanesarmoury.co.uk/shop/shop.php
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Breton is looking sweet! Pudgy, but sweet! :eek:
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Waalx
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Forgotten, I shaved 17 megabytes of data from the fat nipples of Bretons... :) with your shared normal-map texture trick..cool

actually the texture folder of Breton is now smaller than Bosmer.
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Waalx
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amievil85 wrote:Oh. MY. GOD. check this site out. any katana fan will get a woody just looking at these.
http://www.thelanesarmoury.co.uk/shop/shop.php
good stuff on that shop. expensive too :)

I'm more interested in the Antique arms and Militia part though. already found a couple I want to do.

shit..I have so many references that I would like to do..too much! arg!
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Tlo1048
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:lol:
I'd help if I could, but all I can do is texture, and use NifSkope.
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amievil85
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sorry to add to your troubles Alex :x
5 years of Oblivion and still going strong.
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Waalx
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no problem ;) it,s never too bad to have many references..

here you can see the shop as it appear in the world.

as well on the character is the Breton arrow and Bow, two new things. (I like that quiver)

Almost everything is in place now in Breton. I still have a couple of things to arrange in some textures. and then I will make the NPC versions and post a beta. :-D-)

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Awesome :D
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Waalx
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finally there is 4 arrow types in Breton. And 2 bows.

the fire and frost BroadHead are quite dangerous (+20 dmg), but they cost 10 gold each in the CS, and that mean a lot more dollars for a Player in game...
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Forgotten
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Waalx wrote:Forgotten, I shaved 17 megabytes of data from the fat nipples of Bretons... :) with your shared normal-map texture trick..cool

actually the texture folder of Breton is now smaller than Bosmer.
Very neat. 8-)
Waalx wrote:Almost everything is in place now in Breton. I still have a couple of things to arrange in some textures. and then I will make the NPC versions and post a beta. :-D-)
Looking forward to it. I hope (my job permitting) I'll have time to have a look at the beta. I've also had some connection troubles the last few days. :x My ISP is working on it but it's one of those really unpredictable, intermittent issues so it might take a little while for them to find the cause.

But anyway it seems like, from the looks of things, its going to be an awesome chapter of RealSwords. :)

It's very nice to see how you add in a few bonus weapons of different weapon types, besides swords, in some modules. The Bretons got maces and the Bosmer got bows. Perhaps a couple of nice viking inspired axes for the Nord module? (Which I am greatly looking forward to, being scandinavian and all.) :D

Cheers, UQF
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Waalx
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when working on Bosmer I had this idea to concentrate certain type of weapon to a designated race.

like Bosmer, natural choice was of course bows. Breton I went for maces and bows, Dunmer will get axes and bows, Nords will get hammers and axes, and probably only one bow.

Orcs will get axes, Khajit will get maces, Imperial will get hammers......

In the end every races will get at least one type of each, but some will have more of a certain type.

I've always been a big fan of vikings stories/history, so you can expect a good job when I'm on Nords..;)
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Mormacil
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Nord myths rule :) Nice bows and arrows Waalx :) I like the way RealSwords is heading :)
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Waalx
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I tried the Trident as a staff for Gladiator. the staff animation is just perfect for that kind of weapon, yet with a staff you can't hit physically. Something I find infinitely stupid, even if the staff is magical you should be able to beat someone with it.

is there a way around this in the myriad of mods out there? using a staff to hit, and not cast?

and with that feking staff animation, we could have had hafted weapons so easily if they just DID it. Lance, hallberd, tridents, pilum. or just a freaking ordinary staff with no magic.
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